Between cleansing stones & clothes of mending, I'm wondering if we might see a phenomenon where people "invest" into clothes the same way people in real life do into cars or houses. You'd only have need for one garment, for your entire life. That makes thinbgs real easy on the animators if your life gets turned into a cartoon, too! :p
Honestly the Clothes of Mending would be the most useful applied to footwear. Imagine soldiers marching on long campaigns having shoes that will never wear out. Good boots have been a common staple for all people who must march long distance since we figured out the idea of shoes.
looking forward to seeing what could be more impactful than the chest of preserving. That really deserves a 100 out of 10. the impact on beer, dairy, and salt alone would make it a 10/10. It would change everything: economics, cultures, food, international trade, salt mining, monster hunting, magical item making, preserving writing, preserving family heirlooms... and that's just off the top of my head.
It's also really good because you can have as many as your dm lets you get your hands on, and if your atk bonus is high enough, just start auto-hitting. Combine with sentinel, and even Tiamat isn't getting away from you
The feather token would be good for construction workers too, though the price would be prohibitive. I could see a foreman owning a lot of them and requiring their workers to carry them and reimburse the foreman if they are used, which would make roofing a much less deadly occupation, both directly by saving lives and indirectly by making people conscious of a potential 50+ gp dock in their pay if they slip.
The enduring spellbook is also really useful as a normal book, with the purpose of preserving what is written in that book. Many times written knowledge was lost because of fires or simply because of age. Imagine finding an ancient lost library with all the books excellently preserved because every book was an enduring spellbook, after all, who says that you can't use a spellbook to write normal stuff?
You are probably already aware, but the Heward's Handy Spice Pouch does not say you have to use the spice when pulled out. So you could pull out pinchess every day and fill jars of spice for later use.
I can imagine someone working for a rich merchant pulling spice from hundreds of Spice Pouches every day 😄 "So what's your job?" "I'm a professional spice pincher."
@@Grungeon_Masterit could be useful for any navy shock troops. It would be lost, but should you fall overboard you can quickly detach it so that it does not drown you. Granted, this would be extremely expensive to do, but better expensive than dead, and this means you could use plate armor whilst your opponents are likely wearing at most breastplate, if not only leather. Same idea as the quick detach on paratrooper harnesses.
It is CRAZY to think about that some of the very best MAGIC items for a medieval world are commodities in the modern world. A refrigerator, soap, water enriched with iodine, a cellphone capable of sending messages across long distances for instant communication, antibiotics. There is magic in the world, we just need to want to see it.
Enough cloaks of billowing would equate to substantial wind power. Suddenly your windmills can work nonstop, regardless of the weather. (There may be more efficient and direct ways of getting free energy from magic, but at least these cloaks can technically have at least some functional use.)
A Charlatan's Die are quite useless by themselves for sure, but a set with permanent Nystul's magic aura cast on them would be something an enterprising criminal would drool over.
Great analysis; although I don't think attunement is as much of a consideration for a lot of people since it doesn't become a problem until you own at least 4 magic items. The Clockwork Amulet is quite strong. In a world where commoners have 4 hit points and 10 AC, most fights with weapons come down to who hits first. Just like a person might carry a saber to defend themself, they'd also want an item that can more or less guarantee success with it.
A few notes I think you missed: 1: magic items resize to fit, making any kind of common wearables an heirloom with no requirement to resize for the next generation, and they can even be shared between people in the current generation making the clothes of mending something that would likely be passed between workers as shifts change once acquired (just tap that cleansing stone when your shift is done) so I'd expect most mines would have a few sets after a couple dozen years or so max if the owners were halfway decent about properly equipping their workers. 2: don and doff are two separate things, so cast-off doesn't serve as a panic room (it's the artificer's arcane armor that can don as an action). The quick doff is only really useful to make medical treatment easier or if they're too tired to take it off normally, in either case the heirloom resize aspect is probably the more valuable component. 3: theater is a thing, so the cloak of billowing, cloak of many fashions, dread helm, and glamourweave absolutely have more use cases than you thought, I'd propose you add one to your rankings for those lol (probably the other disguise items too) 4: there might be niche cases where a single use of a cantrip can be useful where a spellcaster doesn't want to invest in the cantrip full-time just for those few uses, or where they are prioritizing something else, either way being able to benefit from a once in a blue moon niche application. Granted, these will likely only be worthy of an attunement slot early in an adventurer's career, but I'd argue there's enough there to be a 2/10 for these for apprentices at least (especially keeping in mind that magic items do not have rules for losing power over time making an heirloom very feasible). 5: imbued wood's bonus does apply to cantrips as well as levelled spells... meaning that if you are a guard using magic initiate to try and kill something threatening your town and don't have the resources for more dakka this can be the difference between life and death. Granted, the applicability will depend on getting a wood type that is actually useful for your specific spells, but still, I'd again argue a 2/10 should've been applied. 6: note, keycharm specifies the holder is not the person attuned, the person attuned is the spellcaster casting those spells and tying them into the item for the benefit of the holder. The House uses this item as part of contract work, your concerns about needing a bypass on the mark attunement missed the point (at least outside of wanting to export it beyond Eberron). Hoping to see the rest soon lol
Damn, I completely misread the cast off armour. That's on me Entertainment items are cool, but with the cape of billowing, you're far better off paying someone to use gust, or prestidigitation, as they're more versatile in supporting a performance than the cloak of billowing, and cantrip level magic can be a species skill. Regarding disguise self, yes. Use in theatre is a brilliant shout. That would make an incredible tool for actors (imagine dropping it at a critical moment to create a grand reveal.) good point. I rated the dark shard and wizard's hat so poorly because they're unusable unless you have an actual class level, which is pretty galling and prohibitive for most of the world. And yeah, misunderstood keycharm too. Thanks for the clarification!
@Grungeon_Master Paying someone to cast a spell is a recurring cost for every performance AND practice. More cost effective to have magical costumes that are reusable and/or interchangeable for multiple performances.
@@jaystewart1420 Masque Charm and Masquerade Tattoo each allows 1 per day which could potentially work depending on needs. Granted, there can be cases where the single items having no usage limits might be more efficient, they aren't as flexible.
There's another use of Chest of Preserving that would likely be common in most homes. No adult body would fit in it. But an infant would. A magic item that could dramatic cut infant mortality rates by extending the time range of revivify would be a very common baby care good. For small races it could probably work even further into childhood.
Thinking further they could be used on the living too. If a big famine or a plague is coming over the area, well infants are at extreme risk during those times. So suspended animation until it passes. Then you have a set up for an adventuring party coming to a town wiped out years ago by plague where they find a number of magic chests.
PHB pg. 285: "For example, a common item might confer the benefit of a 1st-level spell once per day (or just once if it's consumable)." Some ideas I have are a Bard who crafts a Ring of Cure Wounds, a Robe of Feather Falling, a sword or bow of Faerie Fire or a mirror of Disguise. A Wizard could fashion a whistle of Find Familiar or shoes of Expeditious Retreat, or a ring of Gift of Alacrity
Caffeine is a diuretic, but coffee is still 98% water. There's this myth coffee or soda would shorten your survival time due to dehydration, but that's not true. While they're not as good as water, they still hydrate you a lot on net.
@@_WhiteMage you are absolutely correct. When researching the next in this series, I stumbled across this exact thing and felt like a fool. Coffee is still a very useful thing. But I will say, the bottle still isn't great, as you can't pour it out, and it's very unreliable. May work in a passed-around sharing capacity as a fun social game (who will the gods decide doesn't get a drink), but that's definitely not great for hygiene. If making this again, I'd probably raise its score by 1, though.
Have not watched the video yet, looked through a list of common items. I'm thinking: Bottle of Boundless Coffee, Chest of Preserving, Pot of Awakening, Spellshard, and Spellwrought Tattoo(Cantrip & 1st level). Coffee is a source of potable liquid, and a stimulant which helped to start the Enlightenment. Chest of preserving is better than our tech for food preservation. Pot of awakening is a source of cheep, low maintenance, though weak labor, but with average intelligence, it can be trained and likely learn skills, like pottery skills for example, quickly producing an exponentially increasing workforce. Spellshard allows for Searchable Information Storage, making 2nd brain style note taking possible for anyone with sufficient means, and libraries which will not be damaged by fire or time. Spellwroughts allow ANYONE to use ANY 1st or 0th level spell. Watch like half of the youtube videos about D&D spells to see how powerful that can be.
Dread helm is an important nocturnal anti-collision safety device, where direct white light could be blinding. One real-world example would be aviation running lights. Fantasy aviation might need the same. I suppose it depends on how bright the helm makes your eyes glow and how fast you're moving. RAR are insufficiently detailed.
I had a thought, about the band of loyalty. I seem to remember, some undead creatures in second edition modules, that when they die, they immediately resurrect. So let's say hypothetically, that you have acharacter, who is undead, but can only be killed with like fire. That ring would be an amazing item. So you couldn't be rendered unconscious, as soon as you drop the zero snap your back up. It'd be an awesome higher level reward.
The Doublet of Dramatic Demise would be extremely useful for those such as guards, like you said, or even for miners, construction workers, and scouts. Either for monsters, such as Goblins and Deuregar, or even just falling from heights, ehich would give people a chance to help them.
The cloak of billowing is great as a prestige item for nobles, performers, etc. that want to make a dramatic entrance or exit;; I agree with it being a 1 but I could absolutely see a mid-to-high magic world in which a cloak of billowing is a must-have fashion item in certain noble courts or social classes. I think the cloak of many fashions [and honestly -- any item that can modify itself that widely] should absolutely be higher than a 2/10 though. Think about how much of a role fashion plays in historical (and modern) contexts -- if you show up to a party, event, show, whatever wearing the wrong thing, or wearing something that is out of fashion? it can absolutely ruin your reputation with that crowd if you're among aristocracy, OR mark you as being very clearly an "outsider"; a clack of many fashions and similar items, can give you some capacity to "fit in" in quite a lot of cases; a cloak in particular can also obscure what you are wearing *under* the cloak so if you can't or didn't dress appropriately otherwise it gives you a way to save face. Like, it's not going to be world-changing in terms of the quality of life of average people; but it creates and opening for people to make contacts out of their station/class, and it gives spies, diplomats, etc. a versatile option for needing to fit in more appropriately to a foreign culture.
I think a 5/10 is vastly underestimating the value of the clothes of mending. Considering that the cost is only about a week's worth of work, I think it is unlikely that many laborers *wouldn't* have a set. It is easy to forget that historically, cloth costed much more, and making clothing out of it required many hours of hand-sewing by the family, rather than being outsourced, not to mention any labor and resources required to patch and repair those clothes as they become worn. Frankly, the cost of a set of clothes of mending is almost guaranteed to pay for itself very quickly for peasants and labourers, for whom a single set replaces dozens or hundreds of sets of only slightly-less expensive normal clothes over a lifetime. I can also see it having cultural effects; I can picture a cultural practice by which recieving a set of clothes of mending from one's family is a rite of passage marking a young peasant's transition from youth to adulthood. It may also be that, if there is any visible feature which distinguishes vlothes of mending from normal clothes, that they would become a faux pas for nobles and social climbers, a mark of being someone for whom repairing clothing is necessary, as opposed to replacing them before any wear and tear has even occurred (not to mention the rapid pace at which noble fashions change making them unfeasible anyway) Given that in almost all settings, the poor peasants and labourers for whom these would be most useful make up the vast, vast majority of the population, I would argue that they cannot possibly rank lower than more niche items like the masquerade tattoo (the vast majority of people would never need to disguise themselves or use a magical tattoo to pretend to membership in a group). Yes, stuff like the masquerade tattoo is much more useful to a player character, for whom repairing clothes is unlikely to matter and disguises and shifting tatoos more likely to be useful. But to the average person in a fantasy world, I would argue the tattoo is more likely a 2-3/10 and the clothes of mending more likely an 8-9/10, and certainly more impactful on society and culture.
Fair points. I think I underestimated the purchasing power of the regular labourer, mostly due to the fact of history that serfs couldn't really buy things of value and clothing was made among the serfs. Realistically, we're not looking at a feudal economy in D&D, so that's my mistake. I agree, the clothes of mending should be an 8. But, a big caveat. They don't fix actual damage (just wear and tear). If you get them mangled, sliced, or ripped, you're out of luck. Which is a lot down the drain. Plus, work clothes can be seasonal, too. I still think you're right.
Glamerweave clothing could have animated text on them (depending on how lenient the rules are understood). It does specify worn clothing, not just any fabric, but with some imagination could be more useful than at first glance. Also, hat of vermin for testing and springing traps in dungeons or well protected areas.
100000% the most powerful object is the rare magic item: Alchemical Compendium. not only can you turn trade goods into literal gold, but you can combine it with Fabricate to make infinite money and the ability to form unlimited amounts of any metal, gemstone, or object you want (that can fit in a 5x5x5 cube)
As a GM, I would certainly allow an Armblade to be attuned by someone with a prosthetic arm as well, I do not make the arm and blade take separate slots. They essentially count as one item.
In defense of the Clockwork Amulet, if used by a commoner, it guarantees a hit against another commoner, at least going by in-game stats. As commoners can be killed in potentially one strike with any weapon, that makes this amulet a fantastic self-defense tool for a commoner expecting to interact with mostly other commoners. Not very helpful against monster attacks, but if the drunk in the bar draws a knife, you can guarantee that your broken bottle will land. That might be the only hit you need, even if it only scares him off.
the cuddly strixhaven mascot was used a few times ba a player of mine in the strixhaven setting during a test as that character has fear of exams he gets the frightened condition during them and it helped him out during those tests, that i wrote for the group. It is nice that it can be a bandaid fix to those mental problems and then not needing a Psychiatrierst
Honestly? the enchantment on that amour that can't get dirty is probably a lot more useful that you might think were it to be applied to other types of clothing and armor, say something worn by an assassin, or a constable investigating a scene in a big city.
Yeaaahhh... Chest of Preserving is something that would be WELL maintained. That would be a legacy item that gets passed down from generation to generation. Every hunt you go on, every wild berry or tuber you harvest, and every bit of crop you harvest that you aren't eating right away is stored in that chest for the lean times. The times when there are no fruits and vegetables nor wild game to be hunted. 11 out of 10. I disagree with the 7 out of 10 for the Everbright Lantern. It has far more use cases then just under water. It doubles the light shed by a standard lantern. The light is always on with no need for fuel or anything to burn. You can safely place it under a box or a cloak to cover the light if you don't want to be detected. There is no chance of it starting a fire if left unattended. If the Everbright was ubiquitous enough so that it could be made with just 50 gold it would revolutionize several professions. My dad and his family were dairy farmers and they would have to wake up at 4 am just to get the milking done before the kids would have to get off to school. The price of oil costs 1 Silver Piece and lasts in a standard lantern for 6 hours (which sheds light out to ONLY half the radius of the Everbright). Will someone use all 6 hours, possibly? It’ll change with seasons but let's say someone only needs 3 hours of lantern light per day. The Everbright would pay for itself in just 1,000 days. But then what about things like mining or an accounting firm (I’m looking at you Ebenezer Scrooge, not that he would spring for it in the first place but maybe, having a light that is paid off within the first 500-1,000 days but still gives light 20 years later?). Well Common Glamerweave can be used for nonverbal communication. You and another person come up with some type of visual cues that means different things. Red circle with a line from the center could indicate “that thing is in that direction”. Wavy blue line for water. Hat of Vermin is a limited range communication delivery with Animal Messenger. A Bat has a range of 50 miles in a day so that hour that the bat is active is means messages can be delivered just over 2 miles away. Three messages pre day. Not a full intercity message delivery system but well with in a corporate building, some type of school, and even it would be a little dodgy the bat messenger could be used on a battle field. Sure you can just find one of these beast but then they are on demand with the hat. No need to a lot for space and food.
I consider items that look useless as opportunities for DMs to test the creativity of their players. A magic flaming sword has an obvious use, but what about a magic flaming brick? What about an illusory flaming brick? What about an illusory normal brick? A clever player can make use of all of those items. If I may, I want to suggest a use for the billowing cloak. Imagine a bodyguard tasked with protecting someone, even to the point of being a meat shield. It seems like a billowing cloak could offer concealment for someone behind the bodyguard. Or a thief could use a billowing cloak to provide a temporary distraction and/or concealment for another thief to perform some quick shenanigans.
everbright lanterns could be used to make streetlights that need minimal maintenance & function without fuel. they could also be used as we use eletrical lighting now, lighting up rooms & buildings in genaral.
An everbright lantern could be a heirloom investment for a family, perhaps something gifted to a new household, removing the need to purchase candles or lamp oil, and instead of working by firelight, candlelight or lamplight, you have a source of bright even light to allow you to work (or study) into the evening.
I think the Armor of Gleaming (and any other common armor) should get a 2/10 just because it's technically "magic armor" and thus resistant to things like Rust Monsters.
Is it just me or is the cloak of many fashions the ultimate discount cloak of elvenkind? You can totally have a hobbit concealed as a rock like in Lotr, or a Warder's cloak like in the Wheel of Time. Sure it takes a bonus action... But it's still amazing. The ultimate camo.
Cuddly Strathaven Mascot has an additional use case for moderately accurate timekeeping while awake, given that it will let you know precisely when an hour has passed. Still not great. Clothing of Mending would not degrade over time, so over a long enough time frame, and assuming a consistent population and production rate, these clothes could eventually become common enough to be most clothes. Enduring Spellbook does not require attunement by a wizard to work, and preserves anything written in it, not just spells. It should practically be standard equipment for any scribe, unless they have spell shards instead.
I think the clockwork amulet becomes vastly more useful if you can mass produce it! One of the recurring issues with dungeons and dragons is that the (1d20 + bonuses) attack roll formula is swingy, and even the most competent warrior still misses at least 5% of the time, while a child with a stick will score a potentially mortal wound against other children with the same odds! This is not good for military cohesion! If your soldiers have a +4 attack bonus, and they're going up against enemies with relatively low AC, there's obvious utility in allowing them to guarantee at least one reliable attack, and the limited uses per day becomes much less of an issue when you have a whole crowd of soldiers! If anything, I imagine the clockwork amulet would encourage the invention of volley-fire tactics with archers or crossbows (or firearms, which really should be in any D&D setting that has rapiers and plate armour), in order to take advantage of many clockwork amulets at once. Certainly, the clockwork amulet is of limited use to an individual, but for the purposes of standardizing the attacks and tactics of large groups, I think it can really show its worth. I would give it a 6/10 for its ability to substantially change how societies wage war.
Re: Hat of vermin, I put one in a game as a "hat of snacks" held by a Kobold. That is assuming it summons a "real" animal that can be killed and eaten.
I am surprised thst you did not see the value of Enduring Spellbook being used by common scribes. After all, who says you HAVE TO scribe arcana in there, and not importnat court documents, census data, master copies of religious texts, or pacts a king made with an archfey of some ancient forest? How many times in history did some VERY importnat documents get lost due to fire (intentional or not), water damage, mold and just crumbling to dust? Imagine if there was a yearbook with most important deals a kingdom made, most important events etc that gets immortalized this way in capitol of every major country and has been for last 3000 years.
In defense of the Hat of Wizardry, it can be used as a spell focus. That the wizard does not have to hold. Which leaves their hands free to do whatever comes to mind. Shields, weapons, potions, scrolls, healers kit, ect. It also let's them cast spells that don't require somatic components if their hands are busy. Or tied up, or broken. I'm already seeing a charlatan background wizard that distracts people with slight of hand street magic while casting actual magic that steals from them without them knowing.
Honestly the cast-off armor is mostly a convenience thing. I could have sworn it took an hour to don/doff heavy armor, though. Might have been editted or something. Regardless, the main benefits are being able to sleep comfortably at the end of the day and having an emergency means of not drowning if knocked into deep water. That and the resizing feature of enchanted armors and clothes.
Regarding the Lantern of Tracking, if you need a magic item to tell you when a Giant is within 300 feet, a magic item probably can’t help you much. And if it is because you are being raided for treasure by an invisible Cloud Giant Smiling One… well, I just hope you have someone very powerful to respond to that lantern.
14:55 if the clothes of mending are made of a valuable material like silk you can cut a sqyare out of a cloak and then have it just regrow producing infinite silk.
I'm pretty sure it just works as if you had used the mending cantrip on the cloths, which can stich them back together but can't replace missing material.
I don't think the candle of the deep could be used to forge even basic metals underwater. Water is just too good at dispersing and absorbing the heat. Additionally, unless it is under a lot of pressure (about 6 atmospheres or more than 150 feet deep) the water would boil before it gets hot enough to melt tin.
Doublet of Dramatic Demise, can still warn people telepathically if connected longway, can still order people/creatures, melee attacks dont autocrit you since you arent unconcious
To bad this is limited to common items, because even into uncommon, we get to world ending potential. Soul coins, which you can use to barter with Devils, bags of holding which let you get up to all kinds of shenanigans, arcane tomes, which can store all the spells a wizard has at his disposal. Or if your at a tab that care about in game economy, an alchemy jug allows you to make a gallon of honey every day, which would take 170 bees six weeks to make.
For a hero your math works but not for a commoner. A commoner with no proficiency in anything but fighting makes two SP a day and has daily expenses of 2 SP. Unless they are making combat pay they are broke most of the time living from check to check. Without considering how likely you are to encounter a creature of a set CR, the commoner seems to denote more common than the rest. Most creatures don't have access to much if you consider the cost of living versus the average income. For a commoner having one of these common magic items would have to be a family heirloom. I personally give 2 SP a day for unskilled labor and 1 GP for each point of proficiency used in the job by skilled labor. Only the knight, Berserker, Archdruid, and Warlord live above their means depending more on the communities they defend. The Archmage makes a wapping 13 GP a day and lives the Aristocratic lifestyle. Nobles however only can afford a modest lifestyle. I assume this is the average noble, not a king.
Attaching a string to a Coin of Delving kind of defeats its purpose while also making it redundant. You can already measure the depth of a hole with a string. Granted it's a little less precise than the coin. If the string reaches the bottom the, hole is as deep or shallower than one string length. If the string does not reach the bottom, the hole is deeper than one string length. If you have a sufficiently long string and knot it at one foot intervals, well you have a precise non-magical measurement tool for determining depth. For magical measurement you'd want to attach the coin of delving with something that comes back to you after it hits something. Like a weapon that returns after it hits it's target like the Dwarven Thrower or a weapon an artificer enhanced with the Returning Infusion. You just need to convince your DM that you are attacking the bottom of the pit. Granted the weapon would need to return WITH the coin for the coin to be reusable, if it simply teleports back without the coin... then you'd need to go down the pit to retrieve it.
one problem with this is blindness isn't necessarily a damaged/missing eye. there could be an issue with the ocular nerve or visual cortex, but still most cases are the eye itself and thus this would work
Bead of refreshment on a big, organised scale could make a lot of difference. If done well, droughts could be prevented if inhabitants of rural areas had these on hand in times of fresh water shortages.
( 18:20) The Doublet of Drastically Demise can be good with the spell Healing Word since the spells requirement is just a verbal component, meaning that let's say a skilled soldier that has the magic initiate feat can get up from incapacitation with a bonus action once a day. So I'd it be a 5 or 6 out of 10.
Your ignoring basic human nature concerning the vanity items. Consider the sale of designer purses, nobles will _absolutely_ pay comical amounts of money to style on people. The creation and sale of such items would be an entire industry, making the existence of such magics very relevant.
For sure, I think there's a point to make that this is its own self-sustaining industry, but I'm not sure that this creates a massive impact on the world that fundamentally alters our classic fantasy assumptions. Rich people have always bought into crazy new fashions!
I would have edited the Band of Loyalty to turn your body to ashes upon death, because not only would that make Speak with Dead unusable, but you would need True Resurrection to bring the person back to life (in the event their soul is even willing to come back to life). Also I'd even be tempted to add advantage on saves against being charmed, just in case the would-be captors do manage to just knock you unconscious without dropping you to 0 HP. This would play up the "loyalty" bit even more, and since charm resistance is just something elves get by default, I don't think it'd be too crazy.
6:27 Would it, though? Don't forget water is a much more powerful heat conduit than air, so the material is constantly being rapidly cooled. There's a reason why water is often used for quenching when blacksmithing.
the strixhaven masquot would be helpful in therapy or battling stage fright too. the worlds of dnd come with many dangers that might induce some form of ptsd in way more people than in our world, the masquot could make it easier for people to function after traumatic experiences until they can be helped working through the trauma or somehow overcome it themselves. in a medieval like world that would result in refugees being able to quickly become productive members of a towns population.
100 items? That’s cute. There are more than a thousand items in the Encyclopedia Magica for AD&D 2nd. It had to be broken up into four volumes. The collected volumes exceed a thousand pages.
before watching the video, I'm guessing the... oh wait the description says Common magic items... for Common I'm guessing the Clockwork Amulet, for any rarity I'm guessing the Deck of Many More Things
Dear Tom, i have always commented about some sort of idea you have sparked yet this marks the first time i come to disagree, respectfully ofcourse. It is my understanding of people and games that most games are played fairly casually, therefore the average player probably has been allowed something for the rule of cool every once in a blue moon. This said, decorational items in a world where the rule of cool COULD happen, should certainly be bumped up to a three, rather than a one. Kind regards, Tim
That's why I rule spells that state an action or words spoken in the description as the somatic or verbal components of a spell, like command's "one-word command" or message's "point your finger", making enchantment spells actually feasible for social encounters with multiple people like suggestion, and it makes sense like vicious mockery's "string of insults"
I should unsub just for the audacity of saying that (mostly) endless coffee is not a 10/10 (would be an 11 without the d20 bit) Only joking. Kind of. Also -the candle won't get you anywhere in terms of metallurgy while underwater. Heat dissipation, instant quenching and loss of temper, etc... -the imbued focus is great are you kidding? It's common, so low level adventurers can easily get it and they will have open attunement slots. +1 damage will be like a whole free ASI for most spells. Not to mention up to +9 damage on word of radiance?? A guaranteed +1 damage to every magic missile dart??
Ahh, but what about semi-magical spices? Can Hewards Handy Handy Spice Pouch produce those eh? What about the world-famous Blue Saffron that only grows in the far-off province of Storm's Rise during the greatest storms? The kind where the weather itself is famous for its magic-negating attribute, part of which is imbued into the saffron and makes it so highly prized for its ability to mute all magical properties of the food seasoned with it? And before your artificer-friend here gives his smartass reply of "yes of course the pouch can create that, it's by definition a non-magical property of the saffron" ask yourself if you'd stake your life... or more in the case of fey or Cthonic food... on your friend's confidence? No, sirree, there's no substitute for the genuine-article! Connoisseurs the world over agree that the work of the farmers growing it in such a harsh climate (and in a region that's current wracked by war to boot!) is worth every drop of their blood sweat and tears to bring you the absolute *best*, magic-shenanigans free dining experience with which to entertain your high-society guests. All too many soirées have been turned into murder mysteries by some household servant slipping pomegranate seeds from Hades into the fruit bowl! Of course, all that overland transport through the harsh climates of the northern desert doesn't come cheap. Can't move it through a teleportation circle you know, on account of it being completely immune to magic. 'bout the only thing that keeps the ol' traditional trade routes running these days! But really, would you give up your peace of mind merely to save fifty gold pieces by relying on a dusty old magic spice pouch? ... 45! 42, and not a penny less! Deal!
Not technically a spice, but there are common mushrooms which can temporarily negate magic use, too. Personally, I think he rated the spice pouch so highly because he's from the UK-- the place that built an empire in the search for food with flavor! LOL!
A 3rd level spell costs 100 gold a untrained hirling makes 2 sp a day and oays 2 sp a day on exspenses the average oerson cant aford medical treatment from a cleric
not common but mizzium apparatus (uncommon). be a wizard i like Divination take 2 lvls of druid of stars (Dragon) and 2lvls of Knowledge cleric. now you have all magic at your disposal with little room to fail and will still be a 20th lvl caster by the end.
It take a none skilled worker 7 years to be able aford curing blindness and thats if didnt eat sleep live anywhere or pay any exspenses For a skilled worker 25 days worth of salary if not paying any exspenses 50 days if they live in modest lifestyle and never be able to ifnthey live in comfortable as their entire paycheck would fill their exspenses only which is the norm it seems in dnd worlds you only ma’e enough money to survive the month
Between cleansing stones & clothes of mending, I'm wondering if we might see a phenomenon where people "invest" into clothes the same way people in real life do into cars or houses. You'd only have need for one garment, for your entire life.
That makes thinbgs real easy on the animators if your life gets turned into a cartoon, too! :p
Honestly the Clothes of Mending would be the most useful applied to footwear.
Imagine soldiers marching on long campaigns having shoes that will never wear out. Good boots have been a common staple for all people who must march long distance since we figured out the idea of shoes.
looking forward to seeing what could be more impactful than the chest of preserving. That really deserves a 100 out of 10. the impact on beer, dairy, and salt alone would make it a 10/10. It would change everything: economics, cultures, food, international trade, salt mining, monster hunting, magical item making, preserving writing, preserving family heirlooms... and that's just off the top of my head.
The clockwork amulet works really well the other way, where abject failure is something you want to avoid; such as with siege weaponry.
It's also really good because you can have as many as your dm lets you get your hands on, and if your atk bonus is high enough, just start auto-hitting. Combine with sentinel, and even Tiamat isn't getting away from you
The feather token would be good for construction workers too, though the price would be prohibitive. I could see a foreman owning a lot of them and requiring their workers to carry them and reimburse the foreman if they are used, which would make roofing a much less deadly occupation, both directly by saving lives and indirectly by making people conscious of a potential 50+ gp dock in their pay if they slip.
If it's considered consumable then the price is potentially halved.
@@backonlazer791 Correct, still a hefty cut to a basic laborer
Typical bourgeoisie, making safety a lower priority than profit!
@@ChrisSham you’re right, the fee for a slip would be at least 60 gp
The enduring spellbook is also really useful as a normal book, with the purpose of preserving what is written in that book. Many times written knowledge was lost because of fires or simply because of age. Imagine finding an ancient lost library with all the books excellently preserved because every book was an enduring spellbook, after all, who says that you can't use a spellbook to write normal stuff?
You are probably already aware, but the Heward's Handy Spice Pouch does not say you have to use the spice when pulled out. So you could pull out pinchess every day and fill jars of spice for later use.
I can imagine someone working for a rich merchant pulling spice from hundreds of Spice Pouches every day 😄
"So what's your job?"
"I'm a professional spice pincher."
Cast-off armor only lets you take it off as an action, not put it on.
Correct! I am just wrong on this one. Makes it much worse lol.
@@Grungeon_Master Very useful for knightly burlesque routines, but also possibly as a counter to Heat Metal?
@@christopherknorr2895 also good if you fall in the water and don’t want to drown lol
@@Grungeon_Masterit could be useful for any navy shock troops. It would be lost, but should you fall overboard you can quickly detach it so that it does not drown you. Granted, this would be extremely expensive to do, but better expensive than dead, and this means you could use plate armor whilst your opponents are likely wearing at most breastplate, if not only leather. Same idea as the quick detach on paratrooper harnesses.
@@Grungeon_Master It lets a mage dress like a fighter and shuck a suit of armor with a thought. How is that a bad item?
It is CRAZY to think about that some of the very best MAGIC items for a medieval world are commodities in the modern world.
A refrigerator, soap, water enriched with iodine, a cellphone capable of sending messages across long distances for instant communication, antibiotics.
There is magic in the world, we just need to want to see it.
The cloak of billowing could be used by theater entertainers for dramatic moments. Same with the cloak of many fashions to save on wardrobe costs
Enough cloaks of billowing would equate to substantial wind power. Suddenly your windmills can work nonstop, regardless of the weather. (There may be more efficient and direct ways of getting free energy from magic, but at least these cloaks can technically have at least some functional use.)
@@ChrisSham I don't think they do it with any real force
A Charlatan's Die are quite useless by themselves for sure, but a set with permanent Nystul's magic aura cast on them would be something an enterprising criminal would drool over.
Great analysis; although I don't think attunement is as much of a consideration for a lot of people since it doesn't become a problem until you own at least 4 magic items. The Clockwork Amulet is quite strong. In a world where commoners have 4 hit points and 10 AC, most fights with weapons come down to who hits first. Just like a person might carry a saber to defend themself, they'd also want an item that can more or less guarantee success with it.
A few notes I think you missed:
1: magic items resize to fit, making any kind of common wearables an heirloom with no requirement to resize for the next generation, and they can even be shared between people in the current generation making the clothes of mending something that would likely be passed between workers as shifts change once acquired (just tap that cleansing stone when your shift is done) so I'd expect most mines would have a few sets after a couple dozen years or so max if the owners were halfway decent about properly equipping their workers.
2: don and doff are two separate things, so cast-off doesn't serve as a panic room (it's the artificer's arcane armor that can don as an action). The quick doff is only really useful to make medical treatment easier or if they're too tired to take it off normally, in either case the heirloom resize aspect is probably the more valuable component.
3: theater is a thing, so the cloak of billowing, cloak of many fashions, dread helm, and glamourweave absolutely have more use cases than you thought, I'd propose you add one to your rankings for those lol (probably the other disguise items too)
4: there might be niche cases where a single use of a cantrip can be useful where a spellcaster doesn't want to invest in the cantrip full-time just for those few uses, or where they are prioritizing something else, either way being able to benefit from a once in a blue moon niche application. Granted, these will likely only be worthy of an attunement slot early in an adventurer's career, but I'd argue there's enough there to be a 2/10 for these for apprentices at least (especially keeping in mind that magic items do not have rules for losing power over time making an heirloom very feasible).
5: imbued wood's bonus does apply to cantrips as well as levelled spells... meaning that if you are a guard using magic initiate to try and kill something threatening your town and don't have the resources for more dakka this can be the difference between life and death. Granted, the applicability will depend on getting a wood type that is actually useful for your specific spells, but still, I'd again argue a 2/10 should've been applied.
6: note, keycharm specifies the holder is not the person attuned, the person attuned is the spellcaster casting those spells and tying them into the item for the benefit of the holder. The House uses this item as part of contract work, your concerns about needing a bypass on the mark attunement missed the point (at least outside of wanting to export it beyond Eberron).
Hoping to see the rest soon lol
Damn, I completely misread the cast off armour. That's on me
Entertainment items are cool, but with the cape of billowing, you're far better off paying someone to use gust, or prestidigitation, as they're more versatile in supporting a performance than the cloak of billowing, and cantrip level magic can be a species skill.
Regarding disguise self, yes. Use in theatre is a brilliant shout. That would make an incredible tool for actors (imagine dropping it at a critical moment to create a grand reveal.) good point.
I rated the dark shard and wizard's hat so poorly because they're unusable unless you have an actual class level, which is pretty galling and prohibitive for most of the world.
And yeah, misunderstood keycharm too. Thanks for the clarification!
@Grungeon_Master Paying someone to cast a spell is a recurring cost for every performance AND practice. More cost effective to have magical costumes that are reusable and/or interchangeable for multiple performances.
@@jaystewart1420 Masque Charm and Masquerade Tattoo each allows 1 per day which could potentially work depending on needs. Granted, there can be cases where the single items having no usage limits might be more efficient, they aren't as flexible.
There's another use of Chest of Preserving that would likely be common in most homes. No adult body would fit in it. But an infant would. A magic item that could dramatic cut infant mortality rates by extending the time range of revivify would be a very common baby care good. For small races it could probably work even further into childhood.
Thinking further they could be used on the living too. If a big famine or a plague is coming over the area, well infants are at extreme risk during those times. So suspended animation until it passes. Then you have a set up for an adventuring party coming to a town wiped out years ago by plague where they find a number of magic chests.
Hat of Vermin could also be used to train hunting animals or archers.
Love this series!
PHB pg. 285: "For example, a common item might confer the benefit of a 1st-level spell once per day (or just once if it's consumable)."
Some ideas I have are a Bard who crafts a Ring of Cure Wounds, a Robe of Feather Falling, a sword or bow of Faerie Fire or a mirror of Disguise. A Wizard could fashion a whistle of Find Familiar or shoes of Expeditious Retreat, or a ring of Gift of Alacrity
Caffeine is a diuretic, but coffee is still 98% water. There's this myth coffee or soda would shorten your survival time due to dehydration, but that's not true. While they're not as good as water, they still hydrate you a lot on net.
@@_WhiteMage you are absolutely correct. When researching the next in this series, I stumbled across this exact thing and felt like a fool. Coffee is still a very useful thing. But I will say, the bottle still isn't great, as you can't pour it out, and it's very unreliable. May work in a passed-around sharing capacity as a fun social game (who will the gods decide doesn't get a drink), but that's definitely not great for hygiene. If making this again, I'd probably raise its score by 1, though.
Have not watched the video yet, looked through a list of common items. I'm thinking: Bottle of Boundless Coffee, Chest of Preserving, Pot of Awakening, Spellshard, and Spellwrought Tattoo(Cantrip & 1st level).
Coffee is a source of potable liquid, and a stimulant which helped to start the Enlightenment. Chest of preserving is better than our tech for food preservation. Pot of awakening is a source of cheep, low maintenance, though weak labor, but with average intelligence, it can be trained and likely learn skills, like pottery skills for example, quickly producing an exponentially increasing workforce. Spellshard allows for Searchable Information Storage, making 2nd brain style note taking possible for anyone with sufficient means, and libraries which will not be damaged by fire or time. Spellwroughts allow ANYONE to use ANY 1st or 0th level spell. Watch like half of the youtube videos about D&D spells to see how powerful that can be.
Dread helm is an important nocturnal anti-collision safety device, where direct white light could be blinding. One real-world example would be aviation running lights. Fantasy aviation might need the same. I suppose it depends on how bright the helm makes your eyes glow and how fast you're moving. RAR are insufficiently detailed.
Chest of preserving is an absurdly powerful item, cleansing stone would be in every church. Earring of message is going on my guard captains
I have an Idea for a worldbuilding deep dive: Poor people die. Rich people just loose Diamonds.
Book of Infinite Wishes. It likes you cast the Wish spell as a free action infinitely without the save penalty.
It's also called the DMG.
I had a thought, about the band of loyalty. I seem to remember, some undead creatures in second edition modules, that when they die, they immediately resurrect.
So let's say hypothetically, that you have acharacter, who is undead, but can only be killed with like fire.
That ring would be an amazing item. So you couldn't be rendered unconscious, as soon as you drop the zero snap your back up. It'd be an awesome higher level reward.
The Doublet of Dramatic Demise would be extremely useful for those such as guards, like you said, or even for miners, construction workers, and scouts. Either for monsters, such as Goblins and Deuregar, or even just falling from heights, ehich would give people a chance to help them.
The cloak of billowing is great as a prestige item for nobles, performers, etc. that want to make a dramatic entrance or exit;; I agree with it being a 1 but I could absolutely see a mid-to-high magic world in which a cloak of billowing is a must-have fashion item in certain noble courts or social classes.
I think the cloak of many fashions [and honestly -- any item that can modify itself that widely] should absolutely be higher than a 2/10 though. Think about how much of a role fashion plays in historical (and modern) contexts -- if you show up to a party, event, show, whatever wearing the wrong thing, or wearing something that is out of fashion? it can absolutely ruin your reputation with that crowd if you're among aristocracy, OR mark you as being very clearly an "outsider"; a clack of many fashions and similar items, can give you some capacity to "fit in" in quite a lot of cases; a cloak in particular can also obscure what you are wearing *under* the cloak so if you can't or didn't dress appropriately otherwise it gives you a way to save face.
Like, it's not going to be world-changing in terms of the quality of life of average people; but it creates and opening for people to make contacts out of their station/class, and it gives spies, diplomats, etc. a versatile option for needing to fit in more appropriately to a foreign culture.
Kids doing the Orb of Cleanliness Challenge in Ebberon
I think a 5/10 is vastly underestimating the value of the clothes of mending. Considering that the cost is only about a week's worth of work, I think it is unlikely that many laborers *wouldn't* have a set. It is easy to forget that historically, cloth costed much more, and making clothing out of it required many hours of hand-sewing by the family, rather than being outsourced, not to mention any labor and resources required to patch and repair those clothes as they become worn. Frankly, the cost of a set of clothes of mending is almost guaranteed to pay for itself very quickly for peasants and labourers, for whom a single set replaces dozens or hundreds of sets of only slightly-less expensive normal clothes over a lifetime.
I can also see it having cultural effects; I can picture a cultural practice by which recieving a set of clothes of mending from one's family is a rite of passage marking a young peasant's transition from youth to adulthood. It may also be that, if there is any visible feature which distinguishes vlothes of mending from normal clothes, that they would become a faux pas for nobles and social climbers, a mark of being someone for whom repairing clothing is necessary, as opposed to replacing them before any wear and tear has even occurred (not to mention the rapid pace at which noble fashions change making them unfeasible anyway)
Given that in almost all settings, the poor peasants and labourers for whom these would be most useful make up the vast, vast majority of the population, I would argue that they cannot possibly rank lower than more niche items like the masquerade tattoo (the vast majority of people would never need to disguise themselves or use a magical tattoo to pretend to membership in a group). Yes, stuff like the masquerade tattoo is much more useful to a player character, for whom repairing clothes is unlikely to matter and disguises and shifting tatoos more likely to be useful. But to the average person in a fantasy world, I would argue the tattoo is more likely a 2-3/10 and the clothes of mending more likely an 8-9/10, and certainly more impactful on society and culture.
Fair points. I think I underestimated the purchasing power of the regular labourer, mostly due to the fact of history that serfs couldn't really buy things of value and clothing was made among the serfs. Realistically, we're not looking at a feudal economy in D&D, so that's my mistake.
I agree, the clothes of mending should be an 8. But, a big caveat. They don't fix actual damage (just wear and tear). If you get them mangled, sliced, or ripped, you're out of luck. Which is a lot down the drain. Plus, work clothes can be seasonal, too. I still think you're right.
Glamerweave clothing could have animated text on them (depending on how lenient the rules are understood). It does specify worn clothing, not just any fabric, but with some imagination could be more useful than at first glance.
Also, hat of vermin for testing and springing traps in dungeons or well protected areas.
100000% the most powerful object is the rare magic item: Alchemical Compendium. not only can you turn trade goods into literal gold, but you can combine it with Fabricate to make infinite money and the ability to form unlimited amounts of any metal, gemstone, or object you want (that can fit in a 5x5x5 cube)
As a GM, I would certainly allow an Armblade to be attuned by someone with a prosthetic arm as well, I do not make the arm and blade take separate slots. They essentially count as one item.
In defense of the Clockwork Amulet, if used by a commoner, it guarantees a hit against another commoner, at least going by in-game stats. As commoners can be killed in potentially one strike with any weapon, that makes this amulet a fantastic self-defense tool for a commoner expecting to interact with mostly other commoners.
Not very helpful against monster attacks, but if the drunk in the bar draws a knife, you can guarantee that your broken bottle will land. That might be the only hit you need, even if it only scares him off.
Cloak of Billowing can make you look cool: 10/10
the cuddly strixhaven mascot was used a few times ba a player of mine in the strixhaven setting during a test as that character has fear of exams he gets the frightened condition during them and it helped him out during those tests, that i wrote for the group.
It is nice that it can be a bandaid fix to those mental problems and then not needing a Psychiatrierst
Honestly? the enchantment on that amour that can't get dirty is probably a lot more useful that you might think were it to be applied to other types of clothing and armor, say something worn by an assassin, or a constable investigating a scene in a big city.
Yeaaahhh...
Chest of Preserving is something that would be WELL maintained. That would be a legacy item that gets passed down from generation to generation. Every hunt you go on, every wild berry or tuber you harvest, and every bit of crop you harvest that you aren't eating right away is stored in that chest for the lean times. The times when there are no fruits and vegetables nor wild game to be hunted.
11 out of 10.
I disagree with the 7 out of 10 for the Everbright Lantern. It has far more use cases then just under water. It doubles the light shed by a standard lantern. The light is always on with no need for fuel or anything to burn. You can safely place it under a box or a cloak to cover the light if you don't want to be detected. There is no chance of it starting a fire if left unattended. If the Everbright was ubiquitous enough so that it could be made with just 50 gold it would revolutionize several professions. My dad and his family were dairy farmers and they would have to wake up at 4 am just to get the milking done before the kids would have to get off to school.
The price of oil costs 1 Silver Piece and lasts in a standard lantern for 6 hours (which sheds light out to ONLY half the radius of the Everbright). Will someone use all 6 hours, possibly? It’ll change with seasons but let's say someone only needs 3 hours of lantern light per day. The Everbright would pay for itself in just 1,000 days. But then what about things like mining or an accounting firm (I’m looking at you Ebenezer Scrooge, not that he would spring for it in the first place but maybe, having a light that is paid off within the first 500-1,000 days but still gives light 20 years later?).
Well Common Glamerweave can be used for nonverbal communication. You and another person come up with some type of visual cues that means different things. Red circle with a line from the center could indicate “that thing is in that direction”. Wavy blue line for water.
Hat of Vermin is a limited range communication delivery with Animal Messenger. A Bat has a range of 50 miles in a day so that hour that the bat is active is means messages can be delivered just over 2 miles away. Three messages pre day. Not a full intercity message delivery system but well with in a corporate building, some type of school, and even it would be a little dodgy the bat messenger could be used on a battle field. Sure you can just find one of these beast but then they are on demand with the hat. No need to a lot for space and food.
Spice pouch is great for trowing ghost pepper into the eyes of your opponent...
I consider items that look useless as opportunities for DMs to test the creativity of their players. A magic flaming sword has an obvious use, but what about a magic flaming brick? What about an illusory flaming brick? What about an illusory normal brick? A clever player can make use of all of those items.
If I may, I want to suggest a use for the billowing cloak. Imagine a bodyguard tasked with protecting someone, even to the point of being a meat shield. It seems like a billowing cloak could offer concealment for someone behind the bodyguard. Or a thief could use a billowing cloak to provide a temporary distraction and/or concealment for another thief to perform some quick shenanigans.
everbright lanterns could be used to make streetlights that need minimal maintenance & function without fuel. they could also be used as we use eletrical lighting now, lighting up rooms & buildings in genaral.
An everbright lantern could be a heirloom investment for a family, perhaps something gifted to a new household, removing the need to purchase candles or lamp oil, and instead of working by firelight, candlelight or lamplight, you have a source of bright even light to allow you to work (or study) into the evening.
The Medal of Wits could be very useful for code breaking and the like.
I think the Armor of Gleaming (and any other common armor) should get a 2/10 just because it's technically "magic armor" and thus resistant to things like Rust Monsters.
Is it just me or is the cloak of many fashions the ultimate discount cloak of elvenkind? You can totally have a hobbit concealed as a rock like in Lotr, or a Warder's cloak like in the Wheel of Time. Sure it takes a bonus action... But it's still amazing. The ultimate camo.
Cuddly Strathaven Mascot has an additional use case for moderately accurate timekeeping while awake, given that it will let you know precisely when an hour has passed. Still not great.
Clothing of Mending would not degrade over time, so over a long enough time frame, and assuming a consistent population and production rate, these clothes could eventually become common enough to be most clothes.
Enduring Spellbook does not require attunement by a wizard to work, and preserves anything written in it, not just spells. It should practically be standard equipment for any scribe, unless they have spell shards instead.
I think the clockwork amulet becomes vastly more useful if you can mass produce it! One of the recurring issues with dungeons and dragons is that the (1d20 + bonuses) attack roll formula is swingy, and even the most competent warrior still misses at least 5% of the time, while a child with a stick will score a potentially mortal wound against other children with the same odds!
This is not good for military cohesion! If your soldiers have a +4 attack bonus, and they're going up against enemies with relatively low AC, there's obvious utility in allowing them to guarantee at least one reliable attack, and the limited uses per day becomes much less of an issue when you have a whole crowd of soldiers!
If anything, I imagine the clockwork amulet would encourage the invention of volley-fire tactics with archers or crossbows (or firearms, which really should be in any D&D setting that has rapiers and plate armour), in order to take advantage of many clockwork amulets at once. Certainly, the clockwork amulet is of limited use to an individual, but for the purposes of standardizing the attacks and tactics of large groups, I think it can really show its worth. I would give it a 6/10 for its ability to substantially change how societies wage war.
Re: Hat of vermin, I put one in a game as a "hat of snacks" held by a Kobold. That is assuming it summons a "real" animal that can be killed and eaten.
I am surprised thst you did not see the value of Enduring Spellbook being used by common scribes. After all, who says you HAVE TO scribe arcana in there, and not importnat court documents, census data, master copies of religious texts, or pacts a king made with an archfey of some ancient forest? How many times in history did some VERY importnat documents get lost due to fire (intentional or not), water damage, mold and just crumbling to dust? Imagine if there was a yearbook with most important deals a kingdom made, most important events etc that gets immortalized this way in capitol of every major country and has been for last 3000 years.
I enjoy all of The Grungeon Master videos 🎉
In defense of the Hat of Wizardry, it can be used as a spell focus. That the wizard does not have to hold. Which leaves their hands free to do whatever comes to mind. Shields, weapons, potions, scrolls, healers kit, ect.
It also let's them cast spells that don't require somatic components if their hands are busy. Or tied up, or broken.
I'm already seeing a charlatan background wizard that distracts people with slight of hand street magic while casting actual magic that steals from them without them knowing.
Uses like this are why I gave it (and unlocked the limitation) to my Arcane Trickster Rogue. Looking forward to what shenanigans will happen.
Honestly the cast-off armor is mostly a convenience thing. I could have sworn it took an hour to don/doff heavy armor, though. Might have been editted or something. Regardless, the main benefits are being able to sleep comfortably at the end of the day and having an emergency means of not drowning if knocked into deep water. That and the resizing feature of enchanted armors and clothes.
Regarding the Lantern of Tracking, if you need a magic item to tell you when a Giant is within 300 feet, a magic item probably can’t help you much. And if it is because you are being raided for treasure by an invisible Cloud Giant Smiling One… well, I just hope you have someone very powerful to respond to that lantern.
14:55 if the clothes of mending are made of a valuable material like silk you can cut a sqyare out of a cloak and then have it just regrow producing infinite silk.
"Pieces of the outfit that are destroyed can't be repaired this way." Seems to indicate that to be untrue. It would be amazing if it works.
I'm pretty sure it just works as if you had used the mending cantrip on the cloths, which can stich them back together but can't replace missing material.
I don't think the candle of the deep could be used to forge even basic metals underwater. Water is just too good at dispersing and absorbing the heat. Additionally, unless it is under a lot of pressure (about 6 atmospheres or more than 150 feet deep) the water would boil before it gets hot enough to melt tin.
Doublet of Dramatic Demise, can still warn people telepathically if connected longway, can still order people/creatures, melee attacks dont autocrit you since you arent unconcious
Have fun smithing on candles
To bad this is limited to common items, because even into uncommon, we get to world ending potential. Soul coins, which you can use to barter with Devils, bags of holding which let you get up to all kinds of shenanigans, arcane tomes, which can store all the spells a wizard has at his disposal. Or if your at a tab that care about in game economy, an alchemy jug allows you to make a gallon of honey every day, which would take 170 bees six weeks to make.
the feather token would 100% be required PPE for construction workers on large buildings. they could thus have invented skyscrapers way earlier
Arm blade should be higher as it counts as a magic weapon
For a hero your math works but not for a commoner. A commoner with no proficiency in anything but fighting makes two SP a day and has daily expenses of 2 SP. Unless they are making combat pay they are broke most of the time living from check to check. Without considering how likely you are to encounter a creature of a set CR, the commoner seems to denote more common than the rest. Most creatures don't have access to much if you consider the cost of living versus the average income. For a commoner having one of these common magic items would have to be a family heirloom.
I personally give 2 SP a day for unskilled labor and 1 GP for each point of proficiency used in the job by skilled labor. Only the knight, Berserker, Archdruid, and Warlord live above their means depending more on the communities they defend. The Archmage makes a wapping 13 GP a day and lives the Aristocratic lifestyle. Nobles however only can afford a modest lifestyle. I assume this is the average noble, not a king.
Attaching a string to a Coin of Delving kind of defeats its purpose while also making it redundant.
You can already measure the depth of a hole with a string. Granted it's a little less precise than the coin.
If the string reaches the bottom the, hole is as deep or shallower than one string length.
If the string does not reach the bottom, the hole is deeper than one string length.
If you have a sufficiently long string and knot it at one foot intervals, well you have a precise non-magical measurement tool for determining depth.
For magical measurement you'd want to attach the coin of delving with something that comes back to you after it hits something. Like a weapon that returns after it hits it's target like the Dwarven Thrower or a weapon an artificer enhanced with the Returning Infusion. You just need to convince your DM that you are attacking the bottom of the pit. Granted the weapon would need to return WITH the coin for the coin to be reusable, if it simply teleports back without the coin... then you'd need to go down the pit to retrieve it.
My headcanon with blindness they need the damaged eye to cure it while they need a regeneration spell to restore a missing eye
one problem with this is blindness isn't necessarily a damaged/missing eye. there could be an issue with the ocular nerve or visual cortex, but still most cases are the eye itself and thus this would work
Tier list video on these magic items please, you did a lot of research and this would be a good way to monitor that further
Bead of refreshment on a big, organised scale could make a lot of difference. If done well, droughts could be prevented if inhabitants of rural areas had these on hand in times of fresh water shortages.
Cast-off armor is good against Heat Metal
( 18:20) The Doublet of Drastically Demise can be good with the spell Healing Word since the spells requirement is just a verbal component, meaning that let's say a skilled soldier that has the magic initiate feat can get up from incapacitation with a bonus action once a day. So I'd it be a 5 or 6 out of 10.
Your ignoring basic human nature concerning the vanity items.
Consider the sale of designer purses, nobles will _absolutely_ pay comical amounts of money to style on people. The creation and sale of such items would be an entire industry, making the existence of such magics very relevant.
For sure, I think there's a point to make that this is its own self-sustaining industry, but I'm not sure that this creates a massive impact on the world that fundamentally alters our classic fantasy assumptions. Rich people have always bought into crazy new fashions!
I would have edited the Band of Loyalty to turn your body to ashes upon death, because not only would that make Speak with Dead unusable, but you would need True Resurrection to bring the person back to life (in the event their soul is even willing to come back to life).
Also I'd even be tempted to add advantage on saves against being charmed, just in case the would-be captors do manage to just knock you unconscious without dropping you to 0 HP. This would play up the "loyalty" bit even more, and since charm resistance is just something elves get by default, I don't think it'd be too crazy.
The dread helm and a lot of the cosmetic one would be great for plays or similar entertainment
15:42 sounds great as a work uniform
I love how there are canonically useless magic items that sound like some rich wizard made it for a gag or to show off. It's great
6:27 Would it, though? Don't forget water is a much more powerful heat conduit than air, so the material is constantly being rapidly cooled. There's a reason why water is often used for quenching when blacksmithing.
the strixhaven masquot would be helpful in therapy or battling stage fright too.
the worlds of dnd come with many dangers that might induce some form of ptsd in way more people than in our world, the masquot could make it easier for people to function after traumatic experiences until they can be helped working through the trauma or somehow overcome it themselves. in a medieval like world that would result in refugees being able to quickly become productive members of a towns population.
And children scared of the dark
The clockwork amulet works really well with a net attack
Lel... in the commerical block right before the "clothes of mending" youtube showed me an add for working clothes
Who needs a medal of wit when adderall exists 😂
17:16 give it to a kid whose easily scared
14:54 - I’d give it some use cases for trained guards in absolute emergencies or soldiers that really need to not critically miss
100 items? That’s cute.
There are more than a thousand items in the Encyclopedia Magica for AD&D 2nd. It had to be broken up into four volumes. The collected volumes exceed a thousand pages.
before watching the video, I'm guessing the... oh wait the description says Common magic items...
for Common I'm guessing the Clockwork Amulet, for any rarity I'm guessing the Deck of Many More Things
The Cloths of Mending could also be like family heirloom kind of thing.
17:23 my town guards will all have government mandated cuddly toys now
Dear Tom, i have always commented about some sort of idea you have sparked yet this marks the first time i come to disagree, respectfully ofcourse. It is my understanding of people and games that most games are played fairly casually, therefore the average player probably has been allowed something for the rule of cool every once in a blue moon.
This said, decorational items in a world where the rule of cool COULD happen, should certainly be bumped up to a three, rather than a one.
Kind regards,
Tim
The look on your face in the thumbnail looks like you had them all used on you.
Love how dead inside you look on the thumbnail lolll
what if a small being slept in the chest of preserving? would they not age in their sleep and as such duble their life span?
Creatures aren't objects
When they die of suffocating they'd be pretty good looking afterwards.
Hmmm, this could be marketed as fancy coffins for Halflings
I also add thooming to cloak of billowing.
In my games, I rule spells can't cure disabilities so the magic items that help with those would be like modern disability aids
On the Ersatz Eye what if i took it out to look around corners or threw it to use it to do reconnaisance?
Where can I find the background music used in this video?
Well obviously it’s the deck of many things artifact. Multiple wishes with a chance of a TPK. Can’t get more powerful than that.
The message cantrip is actually awful in silent situations since you have to loudly speak the verbal component before you whisper the message
Ahaha very good point. Didn't consider that! Definitely worth sticking with the horn, then.
That's why I rule spells that state an action or words spoken in the description as the somatic or verbal components of a spell, like command's "one-word command" or message's "point your finger", making enchantment spells actually feasible for social encounters with multiple people like suggestion, and it makes sense like vicious mockery's "string of insults"
25:21 useful if you have 5he animal messenger spell and no animal companion
You forgot the most powerful one in the game , the 1st level spell tattoo. This could give you a permanent find familiar spell .
Funnily enough, that's in the next video, as we're going alphabetically. Spellwrought tattoos are very powerful, though.
@@Grungeon_Master oh wait there’s gonna be a sequel ?
It's only 1 time use though
29:19 great item for a theater with the other items i mentioned
I should unsub just for the audacity of saying that (mostly) endless coffee is not a 10/10 (would be an 11 without the d20 bit)
Only joking. Kind of.
Also
-the candle won't get you anywhere in terms of metallurgy while underwater. Heat dissipation, instant quenching and loss of temper, etc...
-the imbued focus is great are you kidding? It's common, so low level adventurers can easily get it and they will have open attunement slots. +1 damage will be like a whole free ASI for most spells. Not to mention up to +9 damage on word of radiance?? A guaranteed +1 damage to every magic missile dart??
Bottle of endless coffee>>> just keep chugging it and stay up all night
Ahh, but what about semi-magical spices? Can Hewards Handy Handy Spice Pouch produce those eh? What about the world-famous Blue Saffron that only grows in the far-off province of Storm's Rise during the greatest storms? The kind where the weather itself is famous for its magic-negating attribute, part of which is imbued into the saffron and makes it so highly prized for its ability to mute all magical properties of the food seasoned with it?
And before your artificer-friend here gives his smartass reply of "yes of course the pouch can create that, it's by definition a non-magical property of the saffron" ask yourself if you'd stake your life... or more in the case of fey or Cthonic food... on your friend's confidence?
No, sirree, there's no substitute for the genuine-article! Connoisseurs the world over agree that the work of the farmers growing it in such a harsh climate (and in a region that's current wracked by war to boot!) is worth every drop of their blood sweat and tears to bring you the absolute *best*, magic-shenanigans free dining experience with which to entertain your high-society guests. All too many soirées have been turned into murder mysteries by some household servant slipping pomegranate seeds from Hades into the fruit bowl!
Of course, all that overland transport through the harsh climates of the northern desert doesn't come cheap. Can't move it through a teleportation circle you know, on account of it being completely immune to magic. 'bout the only thing that keeps the ol' traditional trade routes running these days! But really, would you give up your peace of mind merely to save fifty gold pieces by relying on a dusty old magic spice pouch?
...
45!
42, and not a penny less!
Deal!
Not technically a spice, but there are common mushrooms which can temporarily negate magic use, too.
Personally, I think he rated the spice pouch so highly because he's from the UK-- the place that built an empire in the search for food with flavor! LOL!
Rings of giant strength put on random birds amd mice.
Clericsare exspencive a third level spell costs more than a commoner could aford in a years salery
A 3rd level spell costs 100 gold a untrained hirling makes 2 sp a day and oays 2 sp a day on exspenses the average oerson cant aford medical treatment from a cleric
24:43 have people wear this and advertise your business. Alternatively another item for theaters and circuses for flashy entertainers
not common but mizzium apparatus (uncommon). be a wizard i like Divination take 2 lvls of druid of stars (Dragon) and 2lvls of Knowledge cleric. now you have all magic at your disposal with little room to fail and will still be a 20th lvl caster by the end.
It take a none skilled worker 7 years to be able aford curing blindness and thats if didnt eat sleep live anywhere or pay any exspenses
For a skilled worker 25 days worth of salary if not paying any exspenses
50 days if they live in modest lifestyle and never be able to ifnthey live in comfortable as their entire paycheck would fill their exspenses only which is the norm it seems in dnd worlds you only ma’e enough money to survive the month